Use of Challenge in Gamification and Learning Design
Kapp Notes
FEBRUARY 4, 2014
'Challenge is a strong motivator in learning (Malone, 1981; Schlechty, 1997; Jones et al., 1994). A challenge is a call to engage in a difficult, but achievable task. Uncertain outcomes are challenging because of the variability depending on the use’s actions, multiple goals, hidden information and randomness (Wilson et. al. 2009). Challenge is correlated with both intrinsic motivation and motivation related to fostering competence and student efficacy (R.W.
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